private void WriteShipViewer(BinaryWriter Writer) { foreach (GameObject g in Children) { if (g.GetType().Equals(typeof(ShipViewer))) { ShipViewer s = (ShipViewer)g; Writer.Write(s.model.getFullPath()); Writer.Write(s.effect.getFullPath()); ColorParameter DrawColor = (ColorParameter)s.effect.findValueParameter("DrawColor"); ColorParameter SpecularColor = (ColorParameter)s.effect.findValueParameter("SpecularColor"); FloatParameter SpecularExponent = (FloatParameter)s.effect.findValueParameter("SpecularExponent"); Texture2DParameter Texture = (Texture2DParameter)s.effect.findValueParameter("Texture"); Writer.Write(Texture.getFullPath()); SaveHelper.Write(DrawColor.get()); SaveHelper.Write(SpecularColor.get()); Writer.Write((Single)SpecularExponent.get()); return; } } throw new Exception("No ShipViewer to save"); }
private void Start() { //Finds PostProcessing layer to apply effect. //Must have PostProcessing layer added in order for effect to work properly. layerIndex = LayerMask.NameToLayer("PostProcessing"); camera.GetComponent <PostProcessLayer>().volumeLayer = LayerMask.GetMask("PostProcessing"); //Creates vignette effect and sets default settings. vignette = ScriptableObject.CreateInstance <Vignette>(); vignette.enabled.Override(false); vignette.intensity.Override(0f); //Creates color grading effect and sets default settings. colorGrading = ScriptableObject.CreateInstance <ColorGrading>(); colorGrading.enabled.Override(false); //Gets settings to use from effect profile provided. vColor = postProfile.GetSetting <Vignette>().color; vCenter = postProfile.GetSetting <Vignette>().center; vSmoothness = postProfile.GetSetting <Vignette>().smoothness; vRoundness = postProfile.GetSetting <Vignette>().roundness; vRounded = postProfile.GetSetting <Vignette>().rounded; //Sets settings to approprate values. vignette.color.Override(vColor); vignette.center.Override(vCenter); vignette.smoothness.Override(vSmoothness); vignette.roundness.Override(vRoundness); vignette.rounded.Override(vRounded); //Creates volume for effect to be applied. volume = PostProcessManager.instance.QuickVolume(layerIndex, 0, vignette, colorGrading); volume.isGlobal = true; }
public ColorValue(ColorParameter parameter) { value = new float[3] { parameter.value[0], parameter.value[1], parameter.value[2] }; overrideState = parameter.overrideState; }
/// <summary> /// Draws all Gizmos that are sub-classes of GizmoGeometry. /// </summary> /// <param name="pass">The pass from an effect to draw the geometry with.</param> private void DrawBaseGizmosGeometries(EffectPass pass) { var count = 0; List <Matrix> matrices; foreach (var drawInstance in DrawInstances) { var geometry = drawInstance.Key; geometry.Bind(); foreach (var colorEntry in drawInstance.Value) { ColorParameter.SetValue(colorEntry.Key.ToVector3()); matrices = colorEntry.Value; count = matrices.Count; for (var index = 0; index < count; index++) { WorldViewProjectionParameter.SetValue(matrices[index]); pass.Apply(); geometry.Draw(); } } } }
public void ChangeColorOld() { var bloom = processProfile.GetSetting <Bloom>(); ColorParameter color = new ColorParameter(); color.value = Color.green; bloom.color = color; }
private void ChangeAmbientColor(Color color) { // Change post procesing vignette color CustomColorFix(); ColorParameter currentColor = new ColorParameter(); currentColor.value = color; effect.color = currentColor; }
public static void Convert(this BIRPRendering.ColorParameter birpSource, ColorParameter target, bool enabledState, Color disabledColor) { if (target == null) { return; } target.value = enabledState ? birpSource.value : disabledColor; target.overrideState = birpSource.overrideState; }
public void RefreshEditorGradient (Texture2D tex, ColorParameter p) { Color col; for (int x = 0; x < tex.width; x++) { col = p.GetGradientColor(x / (float)tex.width); for (int y=0;y<tex.height;y++) tex.SetPixel(x,y,col); } tex.Apply(); }
public static void Convert(this BIRPRendering.ColorParameter birpSource, ColorParameter target) { if (target == null) { return; } target.value = birpSource.value; target.overrideState = birpSource.overrideState; }
/// <summary> /// Initializes a new instance of the <see cref="TexturedMaterial"/> class. /// </summary> /// <param name="root">Root object to which the material belongs.</param> public TexturedMaterial(Root root) : base(root) { mAmbientColorParam = new ColorParameter(root, "ambientColor", Color.Black); mDiffuseTextureParam = new TextureParameter(Root, "txDiffuse", null); mSpecularIntensityParam = new FloatParameter(root, "specularIntensity", 0.0f); mShininessParam = new FloatParameter(root, "shininess", 1.0f); mReceiveShadowsParam = new FloatParameter(root, "receiveShadows", 1.0f); Setup(); }
/// <summary> /// Creates a new material with no textures. Textures must be set before rendering any /// object with the material. /// </summary> /// <param name="root">Root object to which the material belongs.</param> public NormalMappedMaterial(Root root) : base(root) { mAmbientColorParam = new ColorParameter(Root, "ambientColor", Color.Black); mDiffuseTextureParam = new TextureParameter(Root, "txDiffuse", null); mNormalTextureParam = new TextureParameter(Root, "txNormal", null); mSpecularTextureParam = new TextureParameter(Root, "txSpecular", null); mBumpinessParam = new FloatParameter(Root, "bumpiness", 1.0f); mReceiveShadowsParam = new FloatParameter(root, "receiveShadows", 1.0f); Setup(); }
static public void Show(ColorParameter param, Texture2D etex, Editor editor) { // Get existing open window or if none, make a new one: XGradientEditor window = GetWindow<XGradientEditor>(true, "Xffect Color", false); window.mColorKeys = param.Colors; window.mColorParam = param; window.mEditor = editor; window.mEditorTex = etex; window.maxSize = new Vector2(1000, 100); window.minSize = new Vector2(500, 100); }
static public void Show(ColorParameter param, Texture2D etex, Editor editor) { // Get existing open window or if none, make a new one: XGradientEditor window = GetWindow <XGradientEditor>(true, "Xffect Color", false); window.mColorKeys = param.Colors; window.mColorParam = param; window.mEditor = editor; window.mEditorTex = etex; window.maxSize = new Vector2(1000, 100); window.minSize = new Vector2(500, 100); }
void Awake() { ColorAdjustments colorAdjustments = null; if (!ppGlobalVolume.profile.TryGet <ColorAdjustments>(out colorAdjustments)) { Debug.LogWarning("No color adjustments found!"); } else { cp = colorAdjustments.colorFilter; } }
public string[] badTileNames = { "jungleTilemap_9", "jungleTilemap_19", "jungleTilemap_8", "jungleTilemap_18" }; //all the tiles that will kill us void Start() { backAlph = PlayerPrefs.GetFloat("alpha", 0.1f); minAlpha = backAlph; player = GameObject.Find("Player"); activeTileSet = 0; col = new ColorParameter(); UpdateTileCollider(); SetAlpha(frontAlph, backAlph); vol.profile.TryGetSettings(out distortion); vol.profile.TryGetSettings(out hue); SetHue(255 - hueChange, 0); ResetColliders(); }
static protected void RefreshEditorGradient(Texture2D tex, ColorParameter p) { Color col; for (int x = 0; x < tex.width; x++) { col = p.GetGradientColor(x / (float)tex.width); for (int y = 0; y < tex.height; y++) { tex.SetPixel(x, y, col); } } tex.Apply(); }
public static void RefreshGradientTex(ref Texture2D tex, ColorParameter cp, Editor editor) { if (editor == null) return; if (tex == null) { tex =new Texture2D(ColorTexWidth,ColorTexHeight, TextureFormat.RGBA32, false); tex.wrapMode = TextureWrapMode.Clamp; } RefreshEditorGradient(tex,cp); //editor.Repaint(); }
private PostProcessingStates LerpProcessingState(PostProcessingStates a, PostProcessingStates b, float progress) { ColorParameter vColor = new ColorParameter(a.mVignetteColor); vColor.Interp(a.mVignetteColor, b.mVignetteColor, progress); PostProcessingStates toReturn = new PostProcessingStates { mColorContrast = Mathf.Lerp(a.mColorContrast, b.mColorContrast, progress), mColorSaturation = Mathf.Lerp(a.mColorSaturation, b.mColorSaturation, progress), mVignetteColor = vColor.value, mVignetteIntensity = Mathf.Lerp(a.mVignetteIntensity, b.mVignetteIntensity, progress), mVignetteSmoothness = Mathf.Lerp(a.mVignetteSmoothness, b.mVignetteSmoothness, progress) }; return(toReturn); }
/// <summary> /// Initializes a new instance of the <see cref="TexturedMaterial"/> class. /// </summary> /// <param name="root">Root object to which the material belongs.</param> /// <param name="diffuse">Diffuse texture of the material.</param> /// <param name="specularIntensity">Specular intensity of the new material.</param> /// <param name="shininess">Shininess of the new material.</param> /// <param name="ambient">Ambient color of the new material.</param> /// <param name="ambientIntensity"> /// Intensity of the ambient color. Each component of the ambient color will be multiplied /// by this factor. /// </param> /// <param name="receiveShadows">if set to <c>true</c> [receive shadows].</param> public TexturedMaterial(Root root, Texture2D diffuse, float specularIntensity, float shininess, Color ambient, float ambientIntensity = 0.2f, bool receiveShadows = true) : base(root) { mAmbientIntensity = ambientIntensity; Color multipliedAmbient = Color.Multiply(ambient, ambientIntensity); mAmbientColorParam = new ColorParameter(Root, "ambientColor", multipliedAmbient); mDiffuseTextureParam = new TextureParameter(Root, "txDiffuse", diffuse); mSpecularIntensityParam = new FloatParameter(Root, "specularIntensity", specularIntensity); mShininessParam = new FloatParameter(root, "shininess", shininess); mReceiveShadowsParam = new FloatParameter(root, "receiveShadows", BoolToFloat(receiveShadows)); mReceiveShadows = receiveShadows; Setup(); }
/// <summary> /// Creates a new material with all the textures set. /// </summary> /// <param name="root">Root object to which the material belongs.</param> /// <param name="diffuse">Diffuse texture of the new material.</param> /// <param name="normal">Normal map of the new material.</param> /// <param name="specular">Specular map of the new material.</param> /// <param name="ambient">Ambient color of the new material.</param> /// <param name="ambientIntensity">Intensity of the ambient light.</param> /// <param name="bumpiness">Bumpiness of the material.</param> /// <param name="receiveShadows"> /// Whether objects drawn with this material receive shadows. /// </param> public NormalMappedMaterial(Root root, Texture2D diffuse, Texture2D normal, Texture2D specular, Color ambient, float ambientIntensity = 0.2f, float bumpiness = 1.0f, bool receiveShadows = true) : base(root) { mAmbientIntensity = ambientIntensity; Color multipliedAmbient = Color.Multiply(ambient, ambientIntensity); mAmbientColorParam = new ColorParameter(Root, "ambientColor", multipliedAmbient); mDiffuseTextureParam = new TextureParameter(Root, "txDiffuse", diffuse); mNormalTextureParam = new TextureParameter(Root, "txNormal", normal); mSpecularTextureParam = new TextureParameter(Root, "txSpecular", specular); mBumpinessParam = new FloatParameter(Root, "bumpiness", bumpiness); mReceiveShadowsParam = new FloatParameter(root, "receiveShadows", BoolToFloat(receiveShadows)); mReceiveShadows = receiveShadows; Setup(); }
static public void PatchColorGradient(ColorParameter c1, Gradient c2) { GradientColorKey[] ck = new GradientColorKey[c1.Colors.Count]; GradientAlphaKey[] ak = new GradientAlphaKey[c1.Colors.Count]; for (int i = 0; i < c1.Colors.Count; i++) { ColorKey k = c1.Colors[i]; ck[i].color = k.Color; ck[i].time = k.t; ak[i].alpha = k.Color.a; ak[i].time = k.t; } c2.SetKeys(ck, ak); }
static public void RefreshGradientTex(ref Texture2D tex, ColorParameter cp, Editor editor) { if (editor == null) { return; } if (tex == null) { tex = new Texture2D(ColorTexWidth, ColorTexHeight, TextureFormat.RGBA32, false); tex.wrapMode = TextureWrapMode.Clamp; } RefreshEditorGradient(tex, cp); //editor.Repaint(); }
public PlayerModel(Transform playerT, float movSpeed, Transform aimPointer, float aimSensitivity, PlayerView view, float maxHp, List <AbstractAbilities> playerAbilities, float dashDuration, float dashDistance, float dashCooldown, LayerMask dashRayMask, GameObject mesh, ParticleSystem dashTrailParticles, Player player) { EventsManager.SuscribeToEvent("StartCastingSpell", StartCastingSpell); EventsManager.SuscribeToEvent("StopCastingSpell", StopCastingSpell); _abilities = new List <AbstractAbilities>(playerAbilities); new AbilitiesManager(_abilities, this); _transform = playerT; movementSpeed = movSpeed; this.aimPointer = aimPointer; this.aimSensitivity = aimSensitivity; _maxHP = maxHp; _currentHp = _maxHP; rotationUpdater = new PlayerRotationUpdater(aimPointer, _transform); _view = view; EventsManager.SuscribeToEvent("Dash", Dash); isDashing = false; this.dashDuration = dashDuration; this.dashDistance = dashDistance; this.dashCooldown = dashCooldown; dashCooldownTimer = 0; _rigi = _transform.gameObject.GetComponent <Rigidbody>(); this.dashRayMask = dashRayMask; this.mesh = mesh; playerCol = _transform.gameObject.GetComponent <Collider>(); this.dashTrailParticles = dashTrailParticles; var emission = dashTrailParticles.emission; initialDashParticleRateOverDistance = emission.rateOverDistance; Camera.main.gameObject.GetComponent <PostProcessVolume>().profile.TryGetSettings(out vignette); vignetteInitialColor = vignette.color; vignetteInitialIntensity = vignette.intensity; _player = player; fallingMaxTime = _player.MaxFallingTime; }
/// <summary> /// Draws all Gizmos that are poly-lines. /// </summary> /// <param name="pass">The pass from an effect to draw the geometry with.</param> private void DrawPolyLines(EffectPass pass) { var count = 0; List <Vector3[]> positions; WorldViewProjectionParameter.SetValue(Matrix.Identity); foreach (var polyLineInstance in PolyLinesToDraw) { ColorParameter.SetValue(polyLineInstance.Key.ToVector3()); positions = polyLineInstance.Value; count = positions.Count; for (var index = 0; index < count; index++) { pass.Apply(); PolyLine.Draw(positions[index]); } } }
/// <summary> /// Creates a new material by loading the required textures. /// </summary> /// <param name="root">Root object to which the material belongs.</param> /// <param name="diffuseFile">File with the diffuse texture of the material.</param> /// <param name="normalFile">File with the normal map of the material.</param> /// <param name="specularFile">File with the specular map of the material.</param> /// <param name="ambient">Ambient color of the material.</param> /// <param name="ambientIntensity">Intensity of the ambient light.</param> /// /// <param name="bumpiness">Bumpiness of the material.</param> public NormalMappedMaterial(Root root, string diffuseFile, string normalFile, string specularFile, Color ambient, float ambientIntensity = 0.2f, float bumpiness = 1.0f) : base(root) { mAmbientIntensity = ambientIntensity; Color multipliedAmbient = Color.Multiply(ambient, ambientIntensity); mAmbientColorParam = new ColorParameter(Root, "ambientColor", multipliedAmbient); //Load the textures of the material. Texture2D diffuse = Root.ContentManager.Load <Texture2D>(diffuseFile); Texture2D normal = Root.ContentManager.Load <Texture2D>(normalFile); Texture2D specular = Root.ContentManager.Load <Texture2D>(specularFile); mDiffuseTextureParam = new TextureParameter(Root, "txDiffuse", diffuse); mNormalTextureParam = new TextureParameter(Root, "txNormal", normal); mSpecularTextureParam = new TextureParameter(Root, "txSpecular", specular); mBumpinessParam = new FloatParameter(Root, "bumpiness", bumpiness); Setup(); }
public void Fill(ColorParameter parameter) { parameter.value = new Color(value[0], value[1], value[2]); parameter.overrideState = overrideState; }